- Limit Vertex Groups: Limit the number of vertex groups per vertex.
- Prune Vertex Groups: Remove vertices and vertex groups with zero weights.
- Create Graft Groups: Create vertex groups based on graft information.
- Transfer Vertex Groups: Transfer vertex groups from active to selected.
- Apply Subsurf: Apply the subsurface modifier, maintaining shapekeys.
- Copy Modifiers: Copy modifiers from active mesh to selected.
- Find Seams: Create seams based on existing UVs.
- Separate Loose Parts: Separate loose parts as separate meshes.
- Add Pinning Groups: Add hairpin group to mesh hair.
Limit Vertex Groups
Prune Vertex Groups
Create Graft Groups
Transfer Vertex Groups
Apply Subsurf
Copy Modifiers
Find Seams
Add Pinning Groups
This is a utility for mesh hair. When doing cloth simulations we often want part of the mesh not to move, whereas other parts should move more or less. The extent to which a certain vertex is pinned down is controlled by a vertex group.
Select
the hair mesh (the scalp should already be separated as another object)
with the default settings, and press Add Pinning Group. We are prompted
for four parameters Pin X0, Pin X1, Pin W0 and Pin W1. They affect the
weight assignment according to the graph below.
A new vertex
group called HairPinning is created. The weight assignments can be seen
in Weight Paint mode.
If the default weight assignment was not satisfactory, we simply change the parameters and press Add Pinning Group again. The HairPin group is now updated with new weights.